Transport Fever 2

Transport Fever 2

Bigger Train Stations
 This topic has been pinned, so it's probably important
TastyFlavour  [developer] 19 Apr, 2022 @ 4:48pm
Bugs & Errors
Any bug or error message you got with this mod enabled?
Let me know in the comments section!
Last edited by TastyFlavour; 17 May, 2022 @ 11:38am
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Showing 1-15 of 23 comments
Yoda 5 Aug, 2022 @ 8:31am 
Hello, the Mod (Beta and Normal) does not work with German Stations.
TastyFlavour  [developer] 18 Aug, 2022 @ 6:38pm 
Originally posted by Meister Yoda:
Hello, the Mod (Beta and Normal) does not work with German Stations.

It's fixed now.
pepof82 26 Nov, 2022 @ 12:38am 
I have discovered that it is not compatible with French PLM Stations. I have commented it in the incompatibilities thread.
Last edited by pepof82; 26 Nov, 2022 @ 12:59am
TastyFlavour  [developer] 11 Jan, 2023 @ 1:15pm 
Originally posted by pepof82:
I have discovered that it is not compatible with French PLM Stations. I have commented it in the incompatibilities thread.

This is also fixed now.
xddrdfcdc5 4 Feb, 2023 @ 5:11am 
Hi i still have trouble with the random platform when i put a main merchandise entrance
pepof82 4 Feb, 2023 @ 7:31am 
I also have this trouble.
TastyFlavour  [developer] 5 Feb, 2023 @ 1:59pm 
Originally posted by xddrdfcdc5:
Hi i still have trouble with the random platform when i put a main merchandise entrance

Do you have a screenshot? So I can rebuild the station?
TastyFlavour  [developer] 5 Feb, 2023 @ 1:59pm 
Originally posted by pepof82:
I also have this trouble.

Do you have a screenshot? So I can rebuild the station?
xddrdfcdc5 7 Feb, 2023 @ 2:31pm 
Originally posted by TastyFlavour:
Originally posted by xddrdfcdc5:
Hi i still have trouble with the random platform when i put a main merchandise entrance

Do you have a screenshot? So I can rebuild the station?
https://imgur.com/a/OXBLdPE here is the screenshot
BrySkye 13 Mar, 2023 @ 2:42pm 
So it seems that with how the mod is currently implemented, the French PLM stations are a dependency/required download.
ie, if you have this mod enabled, you will have blanked out options for the 2 PLM stations in the stations menu, and selecting them leads to an internal error message.
This is resolved if you download and enable the stations.

Pointing this out as a potential oversight saying as the stations are not described as being required, and its not the case for the other compatible stations.
TastyFlavour  [developer] 13 Mar, 2023 @ 2:57pm 
Originally posted by BrySkye:
So it seems that with how the mod is currently implemented, the French PLM stations are a dependency/required download.
ie, if you have this mod enabled, you will have blanked out options for the 2 PLM stations in the stations menu, and selecting them leads to an internal error message.
This is resolved if you download and enable the stations.

Pointing this out as a potential oversight saying as the stations are not described as being required, and its not the case for the other compatible stations.

It is still a free choice if you want to use them or not.
Just don't select the blue square and you're good to go.
🔰 8 Oct, 2024 @ 2:59pm 
has there been a solution to the random platform bug? im encountering it as well and its severely limiting the use of the mod...
it seems to have something to with alternating cargo / passenger platforms

edit: the issue lies in the transtationutil.lua in the "head" section. i guess he cant recognize properly if its a head section or not and then builds the connection anyway even if its not head (not sure why the position is so off though, probably because x/y are switched as its not head so the coords are wrong)
edit2: here is the section where he creates the wrongful connection / platform:

if head then
for i = 0,20 do
local this = result.GetAddonAt(leftOrRight and 3 or 4, jMin, coordI + i - 1)
local front = result.GetModuleAt(coordI + i, coordJ)
if front or this then
local i2 = coordI + i
local j = coordJ + (leftOrRight and -1 or 1)
local l = leftOrRight and 7 or 0
if result.GetModuleAt(i2, j) then
break
end
result.connector[1000 * i2 + 100 * j + l] = {i2, j, l, 0}
else
break
end
end
for i = -1,-20,-1 do
local this = result.GetAddonAt(leftOrRight and 3 or 4, jMin, coordI + i - 1)
local front = result.GetModuleAt(coordI + i, coordJ)
if front or this then
local i2 = coordI + i
local j = coordJ + (leftOrRight and -1 or 1)
local l = leftOrRight and 7 or 0
if result.GetModuleAt(i2, j) then
break
end
result.connector[1000 * i2 + 100 * j + l] = {i2, j, l, 0}
else
break
end
end
else
Last edited by 🔰; 8 Oct, 2024 @ 3:33pm
TastyFlavour  [developer] 8 Oct, 2024 @ 3:21pm 
Originally posted by 🔰:
has there been a solution to the random platform bug? im encountering it as well and its severely limiting the use of the mod...
Nope. I have no clue
🔰 8 Oct, 2024 @ 3:27pm 
im looking into it right now and was able to narrow it down a little so far (check the edit of the last comment)
🔰 8 Oct, 2024 @ 3:43pm 
and some more info so far: https://imgur.com/a/8QqUiXg

in that picture you can see that its not happening on every node. when i build a head section everything is fine everywhere. if i build at the side every red node makes the problematic platform connector while every green node doesnt. hope this helps.

edit: and when printing the value of the "head" variable, when connecting to a faulty node then this is the result:

false

false

false

true

false

false

false

true

so for whatever reason, selecting one node triggers the code multiple times and it contains true twice. no idea why, yet but i hope you might know why or have an idea

the debug result when placing at a head position is identical to the one above, on every head node.

when debugging the working nodes on the side then all are "false".
Last edited by 🔰; 8 Oct, 2024 @ 4:23pm
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